Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Templayer
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Templayer » 07 Feb 2022, 13:51

If someone wants me to convert your bug reports to https://gitlab.com/templayer/mmmerge/-/issues you should report your bugs in this standalone forum: http://www.templayer.cz/Forum/viewforum.php?f=45 (because I refuse to read this humongous thread)
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby cthscr » 09 Feb 2022, 20:12

So I made another attempt on seer "Lost It!" topic enhancement. Idea was to set quest items (and their qbits) in added Data/Tables/ItemsExtra.txt. If seer item qbit was set, item is returned but[/and] if end qbit of the quest was set then seer item qbit is set to false also.

https://gitlab.com/cthscr/mmmerge/-/com ... 4241671072
https://gitlab.com/cthscr/mmmerge/-/com ... 338c64e356

(Just in case, ItemsExtra.txt was planned for completely different reason.)

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.02.2022]

Unread postby Rodril » 12 Feb 2022, 14:38

Hello. Link in first post have been updated.
Changes in new version:
1. MMPatch 2.5.6 included.
2. Attempts to steal spellbooks from guilds do not cause debug console popups anymore.
3. MM6 second archer promotion quest could become uncompletable in some cases, not anymore.
4. "Disable dragon towers" and "Change prices" now will show hints of which stables/towers you have not visited yet. Talk to questgiver to see the hint.
5. Amount of necessary phoenix' feathers to complete telelocator quest have been reduced from 3 to 1.
6. I made attempt to fix bug with Verdant being unable to recognize completion of all three continents and thus give you final quest. If you encountered this bug, and after this update Verdant won't contact you in 2 days of game time, please, send me your savegame file.
And also some minor bugfixes.

hippiman
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.02.2022]

Unread postby hippiman » 13 Feb 2022, 20:47

Rodril wrote: 12 Feb 2022, 14:38 6. I made attempt to fix bug with Verdant being unable to recognize completion of all three continents and thus give you final quest. If you encountered this bug, and after this update Verdant won't contact you in 2 days of game time, please, send me your savegame file.
And also some minor bugfixes.
https://disk.yandex.ru/d/2gaxrxpu7wKGqw
I think I caught this bug. After the update, the Ball is activated only after the transition from world to world. If you wait 2 days or more, it does not become active.
See quick saves.

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Phobos
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.02.2022]

Unread postby Phobos » 14 Feb 2022, 07:05

I noticed a text bug with Magic Lamp bonuses. When Magic Lamps say they give +X Speed, they actually give +X Accuracy and vice versa.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.02.2022]

Unread postby stygian » 14 Feb 2022, 13:13

Hello. First of all I wanna thank you for such great job!
Can you help with my problem? Not working buttons on keyboard for journal, map, rest, spellbook. Moving, jump, attack, fastspell are working and binding correctly :-/
Sometimes it start working due playing spontaneosly or i have no idea why.

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.02.2022]

Unread postby Rodril » 14 Feb 2022, 17:31

stygian wrote: 14 Feb 2022, 13:13 Can you help with my problem? Not working buttons on keyboard for journal, map, rest, spellbook. Moving, jump, attack, fastspell are working and binding correctly :-/
Sometimes it start working due playing spontaneosly or i have no idea why.
This bug happens, if you have multiple language packets installed and current keyboard language is not english. Try to swap it to english, while in game and check keybinds then.

I'll check savegame file a bit later.

EDIT: I had to change filehost to OneDrive, link in the first post have been updated. Also it includes few minor fixes (genie lamp description, connector gem recharging etc).

Karol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.02.2022]

Unread postby Karol » 16 Feb 2022, 14:37

Rodril wrote: 12 Feb 2022, 14:38 Hello. Link in first post have been updated.
The OneDrive Link seems to be down.

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Rodril » 16 Feb 2022, 16:28

Moved it to dropbox, thank you.

Karol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Karol » 16 Feb 2022, 17:44

Thanx Rondril
BTW, voices2.D.lod is still missing in the Merge Pack?
BTW 2 : in the Revamp mod, there is MMMergeSettings.lua -> should this file be copied elsewhere to make the Extras work? (for example Revamp or Unlocker...)
Or just as it seems: just copy the content of the folders into the MM8 directory? (I guess those extras cannot be combined, right?)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby rampage77t » 16 Feb 2022, 20:18

Greetings people, some time ago I wanted to resume this game but I can't start the game, apparently the gog.com application doesn't work, and without that I can't start the game, it does not start gog galaxy and so I cannot install the game, if someone has the same problem, please tell me a solution.

Karol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Karol » 16 Feb 2022, 20:32

rampage77t wrote: 16 Feb 2022, 20:18 Greetings people, some time ago I wanted to resume this game but I can't start the game, apparently the gog.com application doesn't work, and without that I can't start the game, it does not start gog galaxy and so I cannot install the game, if someone has the same problem, please tell me a solution.
You definitely can run GOG games without Galaxy. That's the trademark of GOG. (No DRM)

I would search the root cause elsewhere.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby rampage77t » 16 Feb 2022, 20:41

Karol wrote: 16 Feb 2022, 20:32
rampage77t wrote: 16 Feb 2022, 20:18 Greetings people, some time ago I wanted to resume this game but I can't start the game, apparently the gog.com application doesn't work, and without that I can't start the game, it does not start gog galaxy and so I cannot install the game, if someone has the same problem, please tell me a solution.
You definitely can run GOG games without Galaxy. That's the trademark of GOG. (No DRM)

I would search the root cause elsewhere.
It won't let me install the game, every time I try it says "install failed"

Karol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Karol » 16 Feb 2022, 20:45

Get the offline install file from gog instead.
https://imgur.com/wzTUgzh

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Rodril » 16 Feb 2022, 23:53

I've just got message at my mail, dropbox link was temporary blocked due to amount of traffic it generates. I cannot reupload files at the moment, will fix filehosting issues as soon as possible.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby joanthedark » 17 Feb 2022, 04:35

Maybe going back to MEGA rehosting is the best temporary solution, even if it has a 1.5GB download limit every few hours, we can still pause the download and resume later with a download manager like JDownloader 2 (I've tried it and resume works like a charm even if you've shut down computer and start a new session another day)

Karol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Karol » 17 Feb 2022, 09:06

Merge Pack 2022_02_12 (.7z 1.2GB) Upload:
https://uloz.to/tamhle/h7zQUgEcjfEv/nam ... EGoQN0Aj==

Hmm, provider deleted the file, due "dangerous content", does not seem right...
Last edited by Karol on 17 Feb 2022, 22:45, edited 1 time in total.

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby cthscr » 17 Feb 2022, 09:22

joanthedark wrote: 17 Feb 2022, 04:35 Maybe going back to MEGA rehosting is the best temporary solution, even if it has a 1.5GB download limit every few hours, we can still pause the download and resume later with a download manager like JDownloader 2 (I've tried it and resume works like a charm even if you've shut down computer and start a new session another day)
Merge archive is less than 1.3GB now. If we separate [non-changing] Anims and Music it will be probably less than 600MB.

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby justl » 18 Feb 2022, 15:45

cthscr wrote: 17 Feb 2022, 09:22
joanthedark wrote: 17 Feb 2022, 04:35 Maybe going back to MEGA rehosting is the best temporary solution, even if it has a 1.5GB download limit every few hours, we can still pause the download and resume later with a download manager like JDownloader 2 (I've tried it and resume works like a charm even if you've shut down computer and start a new session another day)
Merge archive is less than 1.3GB now. If we separate [non-changing] Anims and Music it will be probably less than 600MB.
if it would be split in a non-changing part (anims, music) and a changing part, file hosters wouldnt probably be so picky
first download though has to be both packages - following only the changing part
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

Karol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Karol » 19 Feb 2022, 17:48

Well, the possibly fastest way would be pack it in smaller packages, let's say rar or zip, then edit the files and add random characters, to break the files, so the hosters would fail to 'open' the files.. then the ones who download it, would just remove the fake strings as per our description and join the packages.
If 1.2 GB would be split into 6x200 , 200MB files can be opened in plain text editor to perform the 'deactivation' of compressed package.

Most provider complain about 'traffic' but that is usually just a cover up for their concern, that the file is big and contains open code files (like lua), so as they don't have them in their 'safe' database of their antivirus program, it's is preemptively flagged as 'dangerous' and removed.

as matter of fact, I can try it. (but I have the old package from 9th feb)

Ok, Upload successful.
Made 200MB packages.
Try to download (after extracting, you get *.MP4, rename to RAR, unpack, you get 7z, unpack -> that should be it)
https://uloz.to/tamhle/zoP4Qf8OtPze/nam ... ySEmx3Lj==


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